Unarmed: These weapons do not impede a user’s ability to use their unarmed strikes. A user wielding an Unarmed weapon may consider themselves unarmed when it would benefit them (Such as attempting a Steal maneuver, a Monk’s Unarmed Strike damage, being a light weapon, or a natural attack originating from that limb). They may hold other weapons, but lose the benefit of the Unarmed weapon while holding other weapons. Should an Unarmed weapon be enchanted or modified, it passes these enchants down onto the wielder’s unarmed or natural attack (Should the natural attack be on the correct limb). The effect does not stack with an Amulet of Mighty Fists or similar effects.
New weapons are described below. Those on this table that are not described are nearly identical to their drylander counterparts and are described in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook.
* Cost reflected is for swampwood, coral or shell items. Double the cost for ever-ice items. Add 50% of the cost for auranite or mithrite items.
1 Buoyancy listed is for items made of shell or coral. For ever-ice, make this number positive. For Swampwood, make this number positive and multiply by 5. For metals (including auranite) multiply the listed number by 5. If the item is of mixed materials, go with the majority of material. Buoyancy figures are for Medium weapons. For a Small weapon divide by 3, and a Large weapon multiply by 3. (For tiny and smaller weapons, the buoyancy rating is +/-0, for huge and larger weapons, continue multiplying by 3 for each category above Large).
2 When two types are given, the weapon is both types if the entry specifies "and," or either type if the entry specifies "or."
Aquatic Weapon Qualities
Aquatic weapons may have the unique qualities listed below.
Barbed: Barbed weapons are often designed for fishing purposes, and can trap tiny creatures. When creatures two size categories smaller than you are damaged by this weapon, make a combat maneuver check to grapple it (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against it. A barbed weapon requires a DC 15 strength check to break free. If you drop the weapon, the target can free itself as a standard action.
Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, which is often slightly longer than their thrown counterparts. Plunge weapons are described in more detail at the end of chapter 1.
Strapped: strapped weapons are physically strapped or attached to you in some way and therefore cannot be disarmed.
Trueform: These weapons are specially designed for creatures with the trueform subtype, and are useable only by creatures with that subtype.
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